# unity-deformablesnow **Repository Path**: JUN-ZHOU/unity-deformablesnow ## Basic Information - **Project Name**: unity-deformablesnow - **Description**: Repository for online PIGSquad workshop on deformable snow in Unity. - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-08-16 - **Last Updated**: 2021-08-16 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Deformable Snow for Unity -- PIGSquad Stream Repo Workshop streamed on: https://www.twitch.tv/pigsquad! ![preview](http://i.imgur.com/VytQ4n0.png) A straightforward technique for rendering deformable snow in limited areas based off of http://www.gdcvault.com/play/1020177/Deformable-Snow-Rendering-in-Batman ### Summary: * An orthographic camera with a short clipping plane captures depth without clearing its buffer. * A shader for snow reads the depth texture and creates imprints in its tessellated surface. * Snow is refreshed by using a screen effect which constantly darkens the imprint buffer. ### Notes: This specific implimentation is for flat fixed areas! It can be reconfigured to different aspect ratios but doesn't work outside its volume. It's possible to extend though! In [That Blooming Feeling](https://totsteam.itch.io/thatbloomingfeeling) I used a similar technique in world space that follows the camera and has the environment responding to the buffer (animating / recoiling / +). It's based off of Naughty Dog's method they use for vehicle damage, foliage interaction, +. They have some good notes on this lower down in this talk! http://advances.realtimerendering.com/other/2016/naughty_dog/index.html If this doesn't work on your machine out of the box double check you're using OpenGLCore or DX11+ in your Unity project. Tessellation is only supported on more recent graphics APIs. Cheers, Holly Newlands @thnewlands